Team creation
by Andreas Bergstr · in General Discussion · 05/11/2002 (1:32 am) · 6 replies
I'm planning to start a team witch will develope a Quake 3 mod as our first project. And I need some help.
What kind of people should you have in a game development team? This mod for Quake 3 will be an advanced online FPS. Like Counter-Strike but not a bit like it(but the code will look almost same i think).
But the same genre.
This is the positions I've though:
CoSoft
******************************************
Project Leader, Lead coder - Andreas Bergstr
What kind of people should you have in a game development team? This mod for Quake 3 will be an advanced online FPS. Like Counter-Strike but not a bit like it(but the code will look almost same i think).
But the same genre.
This is the positions I've though:
CoSoft
******************************************
Project Leader, Lead coder - Andreas Bergstr
About the author
#2
- you forgot a concept artist.. someone that makes sketches of everything so everyone knows what they should make.
- Level designer? Someone that assembles work from the 3D artist? Euhm.... you don't need this guy, at least not like you describe him. A 3D artist can make the complete levels himself, this using Quark, or any other map editor that supports Q3 (you said its a Q3 mod right?), and not Gmax or any other 3D moddeling app you have in mind. Oh, and if you're idea is to have a "designer" and a "creator", well the concept artist can make some map sketches, and the 3D artist can work from there. He'll have much more freedom, and will be more motivated to work... and the result will probably better then if someone just assembles all of the 3D work.
05/11/2002 (4:54 am)
2 comments:- you forgot a concept artist.. someone that makes sketches of everything so everyone knows what they should make.
- Level designer? Someone that assembles work from the 3D artist? Euhm.... you don't need this guy, at least not like you describe him. A 3D artist can make the complete levels himself, this using Quark, or any other map editor that supports Q3 (you said its a Q3 mod right?), and not Gmax or any other 3D moddeling app you have in mind. Oh, and if you're idea is to have a "designer" and a "creator", well the concept artist can make some map sketches, and the 3D artist can work from there. He'll have much more freedom, and will be more motivated to work... and the result will probably better then if someone just assembles all of the 3D work.
#3
Ward De Langhe - yeah you're right. I'll skip the Level Designer. And yes when I was cooking some hours after that I had posted that it came up to me that I've forgot the Conecpt Artist. So I add a concept artist and an independent level designer.
THANKS for the answers!
05/11/2002 (5:11 am)
Edward Smith - Not design a game story but to write all that is needed to be implented in the main story.Ward De Langhe - yeah you're right. I'll skip the Level Designer. And yes when I was cooking some hours after that I had posted that it came up to me that I've forgot the Conecpt Artist. So I add a concept artist and an independent level designer.
THANKS for the answers!
#4
06/30/2002 (4:58 am)
Now that you have a good idea of what people you need remember to fill those slots with people that will be assets to you team, not just warm bodies. I'm sure 5 really dedicated people will produce a better game then 10 people you have to micro manage. :)
#5
Still, using the Quake 3 engine means making good levels can be based around the models placed in the game as well as bsp objects. So the level designer would end up requesting some small detail models from the 3d modeler. Even still, 3d Studio Max is a horrible tool for making Quake 3 levels, gmax is passable with their content pack but I think Radiant is is still the norm. Might not want to be asking things of people, especially when the tools might be way out of any level designers budget (heh, level designers are the last part of the team expected to have any expensive programs... why ask them to have 3d studio Max?).
Concept artists aren't what I'd call required. They're nice, but it all depends on your 3d modeler, team size, and project scope. Does a modeler need concept art when you're making a real-world model? What about a common sci-fi model? What if the artist wants to do it himself?
If you're starting a Quake 3 mod this late, you're really going to find little support from most people in the mod community. The technology isn't bad, but the number of people playing Quake 3 has plummeted since a few years back. Making a mod now would reach a smaller audience than trying to get one ready to use Unreal 2003's engine, and would lack the freedom of development normally associated with mods.
If I were you, I'd work with Torque for the freedoms it'd provide or if you're so intent on latching onto another game then wait for Unreal 2003 and mod that.
06/30/2002 (1:54 pm)
I don't know, but I've seen very few 3d modelers who can crank out decent looking levels.Still, using the Quake 3 engine means making good levels can be based around the models placed in the game as well as bsp objects. So the level designer would end up requesting some small detail models from the 3d modeler. Even still, 3d Studio Max is a horrible tool for making Quake 3 levels, gmax is passable with their content pack but I think Radiant is is still the norm. Might not want to be asking things of people, especially when the tools might be way out of any level designers budget (heh, level designers are the last part of the team expected to have any expensive programs... why ask them to have 3d studio Max?).
Concept artists aren't what I'd call required. They're nice, but it all depends on your 3d modeler, team size, and project scope. Does a modeler need concept art when you're making a real-world model? What about a common sci-fi model? What if the artist wants to do it himself?
If you're starting a Quake 3 mod this late, you're really going to find little support from most people in the mod community. The technology isn't bad, but the number of people playing Quake 3 has plummeted since a few years back. Making a mod now would reach a smaller audience than trying to get one ready to use Unreal 2003's engine, and would lack the freedom of development normally associated with mods.
If I were you, I'd work with Torque for the freedoms it'd provide or if you're so intent on latching onto another game then wait for Unreal 2003 and mod that.
#6
A good concept artist will help keeping your game content consistant. Consistancy is a big problem for teams that working with people all over the world.
Games or mods based on some real life thing will probably have less need for a concept artist since there will be pictures of the real thing. Fantasy and Sci-Fi mods how ever could greatly benifit from a concept artist and the result will show the difference.
07/01/2002 (8:48 am)
Matt i think you underestimate the importance of a concept artist, especialy when working with a team over the net. A good concept artist will help keeping your game content consistant. Consistancy is a big problem for teams that working with people all over the world.
Games or mods based on some real life thing will probably have less need for a concept artist since there will be pictures of the real thing. Fantasy and Sci-Fi mods how ever could greatly benifit from a concept artist and the result will show the difference.
Torque Owner Edward Smith
Silencersoft